EA Games: The Human Story
An anonymous reader writes "An Electronic Arts employee spouse speaks out against company crunch time practices. From the post: "EA's bright and shiny new corporate trademark is "Challenge Everything." Where this applies is not exactly clear. Churning out one licensed football game after another doesn't sound like challenging much of anything to me; it sounds like a money farm. To any EA executive that happens to read this, I have a good challenge for you: how about safe and sane labor practices for the people on whose backs you walk for your millions?"
Cause every programmer at one point or another wants to make video games. Don't like your job? Leave... there are 500 people that want to be in your place, anyway!
That's why most of the industry is young. Us 'older people' with families realize that they can't be in the gaming industry. I have a wife, kid, and another kid on the way. I'm not about to sacrifice my family so that I can work on video games. Sure, it was a dream of mine, but that's what the industry is about. Long hours, low pay, no pats on the back. If you don't like it, there is hundreds willing to take your spot.
Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
Take your time, EA, and make a really good game. The people will buy it if it's quality.
AFAIK you cannot be forced to work overtime. Thus employees could have said no. If there we dismissed then that would be grounds for a law suit. EA may treat their employees poorly but it seems that the employees treat themselves just as poorly. Stand up for yourselves.
UNIX/Linux Consulting
Here's a news flash: Humane labor practices != socialism. Jackass.
http://www.bradheintz.com/
- updated
I was wondering, if EA is engaged in breaking the law, and nobody does anything about it and the government doesn't seem to care, should software engineers unionize?
Think about it, if there are the screen actors unions and contruction worker unions, why can't there be Software Engineer Unions?
Maybe then we can make sure to work 40-hour weeks with extra pay. Maybe then will Project Managers put on themselves realistic expectations, maybe then will CEOs learn that software making is a profession as valuable as business management.
I lived through something like this myself during the first internet boom. I worked over-100-hour weeks every week of the year. I still remember having spent two new year eves working. All I had was two weeks of vacation a year which I had to take in one-week instances, and having provided a two-month advance notice.
I was not paid overtime, weekends, or holidays. I did it because I was young, naive, and trully excited about what I was doing, but when I think back I was definitelly exploited along with my fellow co-workers.
In the end I started my own company and moved to a country with better work practices. Let's only hope that those still toiling for the further advance of computer science get a better deal soon. Uninioze and I'll go back and join you. I know what you're going thru, and I will do all I can to support you.
This story can almost be word for word swapped with a story about some guy working in the coal mines about 100 years ago. They were told if you don't like it, get a new job (but first pay us back the money that you owe us).
Consider the difference between this and the Telco and gas industries:
During the winter, there is a MAJOR crunch time for those industries. It's not uncommon for telco employees to work 84 hours a week for a couple months. Why do they do it? One, it's MAJOR bling in a time when it's needed. Two, they know it's going to end. When the weather calms down and warms up, they all take thier vacation time and can relax. The money saved up allows them to do stuff that they missed while getting systems back up or filling tanks.
Would they work under crunch time, all the time? HELL NO. Thier job can't be done on extreme exhaustion. Would they work like that without compensation? Maybe for once in a long time, not for a couple months at a time.
Why do they get compensated so well? Unions and management that understands that running an employee hard for a short period is cheaper than wasting them for 9 other months, but they must be compensated.
They don't like the long hours, but they do welcome it. I consider what most of the software industry does to be on par with factories in third world countries. After all, if a guy making clothes doesn't like working 12 hours a day, 7 days a week, he can always get another job. Can't he?
If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
People should unionize. Get something moving. Go on strike or something! Why do people keep up with such crap? Are we all just a bunch of sheep?
I worked in the game industry for a year and 1/2. In that time I worked on 3 projects, and was always in cruch. I averaged over 75 hours a week for that year and 1/2 period. Some weeks I spent over 120 hours in the office.
Bad management, unrealistic schedules, artificial deadlines, I've seen it all while deathmarching. And the end product was always rushed out the door before it was ready..... so it was junk. The company killed a lot of previosly sucessful franchises by pushing junk, in order to meet financial obligations. There were controlled by their debt, not by any desire to produce a quality game.
Thankfully the company I worked for is now bankrupt, and hopefully dead.
Fly Fish? Participate in our forum
just make them fire you. Start working 50 hours weeks. They fire you for only working 10 unpaid overtime hours a week instead of 20 or 30...
And who do you think a jury will rule in favor of?
What cod piece?
I've been working on map design for various computer games in my spare time for the last six years or so. I haven't actually released many maps yet, but with my skills in map design and texture art I could almost certainly get a job in the games industry. Several of my friends already have, and are working on games you've almost certainly heard of.
:-)
Except I don't want to work there. From what I've heard, EA isn't alone, with many young, idealistic people working for long hours on lacklustre games because, well, it's what they always wanted to do. If they give up because of lack of pay, or quit because they simply can't continue to work like that, then there's always someone else to hire, someone else who hasn't learned how bad some of the employers can be.
So, I keep modding as a hobby, mapping purely for enjoyment. It's much more fun being able to work on your own projects without some looming deadline, without a boss breathing down your back. The games market is already saturated with clones, sequels and utter trash, and the chances of working on something memorable are pretty slight. Instead of working on Barbie's Fashion Adventure 7, I can build my own Twelve Monkeys-inspired, ultra-dark adventure in Half-Life 2 (one of my upcoming projects!)
However, I'm intrigued by Wideload Games' new approach, contracting in work as and when required with just a core team working on a project full-time. It's not so dissimilar to the work I'm doing at the moment, as a freelance web programmer and designer, and I wonder if it'll catch on. No, I wouldn't be able to make a full-time living from it, but it could make for some interesting side work, assuming anyone would want me...
Tedious Bloggy Stuff - hooray?
I'm active in the mod community for Neverwinter Nights and achieved some measure of success (modules on gaming magazine CDs, module of the year, etc.). As a result, I had a number of job offers from various gaming companies.
Fortunately I have a very well paying job as a web application developer working for the healthcare industry. It's stable, my customers love me, and I feel like I'm making a real difference in people's lives. So while it was flattering, I turned them all down.
My father once told me that the secret to happiness was either trying to make money from your hobby or work a real job that lets you support your hobby. I've chosen the latter and I have no regrets.
so I hope the spouse's question about the CEO's pay was rhetorical, since it must be disclosed by EA. He makes $1.45 million per year, but last year alone he made $22 million through stock option sales.
The CEO and most everyone else seems to do nothing but sell his stock at every opportunity. They have more insider activity than most huge companies. Interesting.
My advice: if you don't agree with EA practices, dont buy any of their products. Hit them where it hurts, and if they lay people off, you're doing those workers a favor anyhow.
A year spent in artificial intelligence is enough to make one believe in God.
Very true. I don't know for sure, but I would bet that most of the developers at EA are fairly young. Not long out of school, smart, energetic, and absolutely positive that they know exactly what they are doing. No heavyweight process is going to get in their way! I know because I used to be this way myself.
Having been in the industry for a while now (18 years), I've seen my share of projects crash and burn as a result of developer self-indulgence. A small dose of formalization applied along the way can really help get things done on time. Yes, it can be boring. It can be awkward. Sometimes you feel ridiculous sitting in a meeting talking these things over, but it beats the hell out of staring fuzzily at the debugger at 2:00 in the morning after 14 cups of coffee.
No process is perfect, and there will be crunches from time to time. I think professionals in every field are OK with that.
What I don't understand is why EA encourages this sort of behavior (this assumes that the blog post is accurate, of course). This has got to be more expensive than doing things the right way. You will have more defects in your software, and you will burn people out. Naturally your best and brightest people will have the easiest time finding another job, so those are the ones you lose. And you're stuck with the bottom feeders and the new guys. Wouldn't it be nice to hang on to good people for a few years so they can apply their expertise? I wonder how many people have survived these conditions at EA for any length of time. Jobs may be scarce, but what kind of life is working 12 hours a day seven days a week?
Did you even read the post or just glean your idea from skimming it?
What upsets is that someone complains about unfair labor practices and you cry out quit, stand in an unemployment line and label them a socialist. Just because there are a hundred other people that would take that job doesn't make the management's practices right. We work in an educated country and salary slavery is just as wrong as outright slavery.
I've worked those kinds of hours and I can honestly tell you it sucks. I continued on because I enjoyed my work, but it soon extracted its toll on my health and my family life. When I saw what it was doing to me, I left for a better job for less money but I work normal hours and have a life.
So before you start labeling people and puking in the unemployment line, think; there is a human side to a business and these types of work practices reflect bad managment and not a rise in socialism.
Really. I'm a veteran of the coding wars, and yes, death marches are nothing new. The tactic of the perennially slipping deadline ("whoops, heh heh, crunch mode just got extended 2 weeks, sorry") is the telltale sign of incompetent software management. (My SO had a similar experience in the telecomm industry before the big crash.) A German shepherd could figure out what's happening to this organization.
The team involved has to revolt unanimously -- somewhere a manager needs to get seriously bitch-slapped with some slippage. I'm not talking about sabotage, mind you; let's stay professional, even though noone will ever die as a result of EA's bugs. But what about having an entire department or two calling in sick on the exact same day?
It's the crudest form of organized labor, but it works. Just like the "blue flu" that hits US cities when the policemen's union protests conditions. And the larger and more critical the department involved, the better.
Yes, there is the risk of an en masse firing. On the other hand, if this article is true, what is there for the engineers to lose? Paychecks are nice, but health and sanity are rather nifty too.
--- The American Way of Life is not a birthright. Hell, it's not even sustainable.
Fuck That Place.
Seriously, it's a carrer choice.
I liked working as a field tech. Got to drive around, working on different people's problems. I loved helping people and getting to feel like a hero. I did not like the pay, or the, "Stay on site until it's done, but be here at 8:00 a.m. tomorrow" attitude. I quit after 1 year.
I liked working as a hosting admin. I dug servers, and working with the OS to do the developers bidding. I did NOT like getting paged constantly with servers issues that were beyond my control due to the crappy product. I quit after 2 years.
Now I am a programmer, and I currently like where I am. The whole time I have had a family to support, but I know if I am not happy at work, nobody is going to be happy at home. I bet the guy shoveling shit at the horsetrack doesn't like his job either, he should quit too. That's the great thing about America, you can just go get a new job. Sure you may have to give things up, but a job is all about choice.
You have to decide what is important to you. You will never be rich as a teacher, but be a teacher if it's what you love. You will never (I guess from this article) be rich as a game programmer, or have a life outside of work, but you get to do what you love. I play a lot of poker, and toyed with the idea of going pro, but after a very short try (kept my job, just played at the pro level for a few weeks), I really did not want to play poker.. at all! It became a job.. a job I wanted to quit.
So, pick a job you like. Some people LIKE having a job that is their life, some people like having a hobby that turns into a job. The whole of the job is equal to the sum of all it's parts.
Modest doubt is called the beacon of the wise - William Shakespeare
I have played computer games since I was 5 years old. I had an Atari 2600, 5200, inellivision, appleII, nintendo... etc. etc.
My dream was always to work in the game industry. So I got a BS and an MS in computer Science with an emphasis in 3D rendering techniques. It was my dream and my passion.
After working the industry, I don't think I would go back. Long hours are the norm not the exception. Every shop I know will deatmarch at some point. Some are worse than others. They beat the enthusiasm right out of me. Now I hardly play any games.
In the industry there used to be a reason for crunch. In the old days you received royalties from sale one of the product. I worked with several old timers who had made quite a bit of money back in the 80s and 90s from royalties. The ends justified the work. Now all the companies do a return on investment bonus. Ie you only get extra money if the games sells through enough units to exceed a certain profit margin and then you may see some bonus. Of course clever accounting will always show a loss on development.... I talked to lots of veterans of the industry who had worked for various studis. None had ever seen an extra dime on a ROI based bonus system. One even caught the president of the copmpany in a lie on the numbers of units sold. He was stating one figure to employees on why they had not seen a bonus and another figure to the game mags boasting of the title popularity.
I now work cyber security. Nice 40 hour work weeks, and a bigger pay check. My benefits are nt quite as good but the time with my family more than makes up for that.
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I am a game programmer. And this story does not really tell me anything new about EA. The larger game developers really are little more then human meat factories as far as labour practices go.
From my standpoint, EA represents all that is bad about the game industry. They stamp out sequels with no originality. If EA puts out something new, its because they bought the company that made it. And they offer the worst possible hours. They probably pay very well, but your pretty much working 2 full time jobs for that cash.
However, pretty much every game developer I have met, except the rankest newbies to the industry, are fully aware of how EA operates. And EA is hardly the only offender. I have some co-workers who worked for Acclaim, and the same kind of hours were expected.
Death march hours suck. Employers who schedule a project expecting every one to work death march hours are retarded. I personally would never take a job from EA, or any company I view as a human meat factory, unless the alternative was unemployment.
But EA and the rest are the status quo in the game industry. For all the companys faults, EA does know how to be profitiable. Small game studios will not be able to thrive until they can get their game to market without the help of one of the big publishers. That wont happen until services like valves 'Steam' are viable.
Happily though, my job kicks ass. I probably could make more money at EA, but at my job, I dont have to work a Death march schedule. I suspect my company will do quite well for its self in the long run for it.
END COMMUNICATION
As Karl very astutely pointed out "capitalism leads to the exploitation of the worker."
I am not a communist, nor do I think communism is a good system, for this simple reason: people are lazy.
However, in the case of capitalism, laziness is defeated by greed. That makes it work a million times better than communism in the short run.
But every single business owner (or board of directors) is under perpetual pressure to decrease costs while increasing sales. This pressure never, ever abates. Eventually, little-by-little, policies involving longer hours and lower wages are the result.
This is just the natural evolutionary cycle of a capitalist economy, for better or for worse.
Get all your co-workers together and join a union, scehdule collective bargaining and make some realistic demands.
Making pleas on a personal level will get you no-bloody-where. (most) Companies and CEOs only understand force, and as a union you guys will have rights that you dont have as individual employees. Dont let these bastards get away with screwing you to line their pockets.
I'm in the EU. Most of this tale would be so blatantly illegal over here that an industrial tribunal would last all of about 3 minutes.
I have to admit video games are a great hook for the industry. The vast majority of good programmers I've known over the years were into gaming, and many got into the computer industry with dreams of writing games themselves.
One thing about learning to code those old systems is that you ran right on the metal with assembler or even machine code in some cases. Languages like C or C++ were just another way of expressing the same constructs a bit faster, allowing the experienced "metal coder" to turn out applications and tools that ran far better and faster than most people think reasonable.
With the never-ending crunch to support more users and data on shrinking hardware budgets, the hardcore techie still has work while the average programmer may take a couple years to find another job.
Of course the hardcore techie starts out being tough to manage, because what they really want to do often has little do do with the work that's actually to be done. But if you find a manager who can appease the hardcore techie while getting them to do the real work, you can end up with an extremely productive and cost-effective team -- especially if your "techies" have a knack for applying solutions from other problem spaces to the issues at hand.
I do not fail; I succeed at finding out what does not work.
Why should the government tell me how many hours I can work?
1. So that 100 people can get 40 hour per week jobs rather than having 50 people work 80 hours per week.
2. So that other people don't end up supporting you on long term disability after your 80 hour work weeks lead to you having a stroke.
3. So that employers can't abuse people every time the job market is tight.
4. To make it more difficult for employers to engage in fraudulent practices of hiring salaried employees with the intention of working them far more hours than would reasonably be expected.
If you don't want to work those hours, then work for someone else!
When jobs are plentiful and working for "someone else" is an option, companies don't tend to behave that way.
I don't need some pointy-haired beuracrat telling me how to live my life.
How do you know that you don't? John Hinckley doesn't think that he belongs in a mental hospital, but that he believes that doesn't make it true.
You were wrong. It wasn't until the advent of Unions that the working class got a weekend. Actually, up until recently with the rise of neoconservatism, America has tended to be fairly good about keeping religion out of work and government, and the "creation" of the weekend was just an exercise in pragmatism, as workers with a couple days off tend to do better durring the other five. However, I expect it's intentional that it coincides with both the Jewish and Christian days of rest.
Companies use job outsourcing to strike fear into employees
Alarmist, much? Job outsourcing isn't really realistic for most dev positions, and even if you're working a job where it's a possiblity you shouldn't we working for a company that tries to "strike fear" into you.
You'll hear this a lot on this thread, but this is NOT just in the game industry. This is a problem with software jobs everywhere and it is only getting worse...A lot of people still think it is the booming place of the mid-late 90's when you did your 40-50 hours of work and came home a rich and happy man.
This is exactly backwards in my experience. The boom era of the mid-late 90s was the era of long hours, "gotta make those options count"--even though for most people the options never amounted to anything. Nowadays companies are more realistic about their tech needs, and there is much less overtime and long hours. Pretty much every coder I know now has a 40-hour week, and a lot of us were doing the 65+ hour deal in 1999.
A lot of this has to do with better focus and more management familiarity with programming staff and how to not kill them; during the boom, there was often a sense of "man this Web thing is important, we have to have 5 9's of uptime even though we don't know why, we need triple-admin coverage in the office 24x7". Deadlines were immovable even for features where a delivery date wasn't really important to the business.
Now it's more business focused; there's less interest in whizzbang, be the PREMIER TECH LEADER! and more interest in doing dev work that has real revenue prospects and only worrying about uptime to the extent that's realistic. Deadlines for revenue-generating features are still held, but "gee wouldn't this be nice" stuff is prioritized more appropriately.
rage, rage against the dying of the light
There's always something they can be doing. If they've decided that a particular piece of a project is important enough that the employees should be there until 2am, then there is probably real work that the manager can be doing.
If there's nothing that's directly applicable to the project at hand, then the manager can be the guy that runs for takeout food and makes coffee.
When the Apollo capsule was being built by North American, there was only space inside for (at most) two guys to work. Climbing in and out through the hatch was time consuming and awkward. Further, the capsule was a very complicated piece of equipment and most of the assembly had to take place from the inside. Consequently, North American had a policy--if the guys in the capsule asked for anything, the nearest person was to run and get it for them. Doesn't matter if it's a company VP doing a tour on the shop floor. The assembly of the capsule was essential to the Apollo program and the success of the company, and if the guys working on the critical tasks said "jump"--no matter where they were on the org chart--anybody listening would say "how high?" Similarly, if something is important enough and time-critical enough for a software company to keep its coders at work for ninety hour weeks, management needs to be available to provide support at all hours for any purpose. If managers are unwilling to do so, then perhaps the project isn't quite the priority they say it is.
To be fair, if the employees want the manager to leave, then he should respect that. Also, if they're fixing something that's their own damn fault, then the manager probably isn't obligated to hang around for it. Otherwise, no excuses!
~Idarubicin
Sure. You can quit anytime you want. Except, when you're working an eighty hour week, how do you line up another job? And you can't collect unemployment if you quit.
I think the big question is, how can we get small game studios back? Is it really not possible for a small team to make commercial games?
I believe that the problem smaller studios face can be overcome with some lateral thinking. The problem is two-fold: production costs and marketing costs are too high to allow indies to compete on equal footing with the big boys. The solution, then, is to not compete on equal footing.
Don't: Try to copy a game that took 60 people 3 years to create.
Do: Draw from an existing genre, but come up with a unique twist -- something meaty that doesn't exist elsewhere.
Don't: Compete with larger productions on the same style of graphics.
Do: Come up with a unique look; it's easier to wow people with a fresh style. (Though Monolith is not a small studio, Tron 2.0 was the opposite of the hyper-realism trend, and set itself apart on appearance, among other things.)
Don't: Try to out-advertise Activision, Microsoft, or Infogr- er- Atari. A small studio's meager advertising budget should be used towards development.
Do: Make as much use of word-of-mouth marketing as is humanly possible. It's easier to connect with your individual players because... well... there are fewer of them.
Don't: Re-invent the wheel. id Software must create its own 3D engine from scratch; you don't (necessarily) have to.
Do: Make as much use of middleware as possible. You don't need to be an artist to create skycubes. You don't need to know DirectX or OpenGL intimately to create an engine. You don't need to write your audio engine from scratch.
And I deeply believe better games would be coming out of a smaller and more laid back studio...
I like the cut of your jib. I hope you're right.
________________________
Inago Rage - A first-person shooter where you fight in arenas of your own creation.
We're indie. We're working on our 14th game.
My advice: if you don't agree with EA practices, dont buy any of their products. Hit them where it hurts, and if they lay people off, you're doing those workers a favor anyhow.
That's practical advise, in a sense, because if their "brand" turns sour (like Gator), then EA shareholders are in trouble.
The impracticallity is that most of the market are too young to care or be informed about labour practices.
If EA is really breaking the law, then a lawyer should approach any EA employees for the purporses of a class action suit. That would get their attention, and maybe there'd be some real change.
Like all pain, suffering is a signal that something isn't right
Something is seriously wrong here.
I am not meaning to cast aspersions on people who play these games, but I have to ask if the total manhours with the associated damaged health etc. is an appropriate price to pay for a product that will a) sell some number of copies and will then become unavailable except for the used market b) will only run on a device that will itself no longer be sold in stores c) serves no real purpose other than consumers' temporary entertainment. Do the same number of people work as hard for as long to produce a movie? To write the software that can automatically land an Airbus in a rainstorm? To develop a chemo drug that's the first to target a particular kind of cancer?
How badly do we want these games, and at how low a price?
What I would do, if I were working there, would be to start a union. Either they fire me for it, and I get to collect unemployment and file a lawsuit against them, or I get a union going and make management deal with the consequences of their actions.
IT workers have been getting fucked over for quite awhile. Sooner or later, being bright and educated individuals, they will realize that they don't have to put up with abusive practices such as these.
HA! I just wasted some of your bandwidth with a frivolous sig!
First of all these hours are insane, voluntary or not. This practice ensures the end product is going to be utter crap, that everyone will leave if they can and that precious experience will go down the drain, ensuring that future products will be crap too. Now EA is also getting bad press.
This is terrible management practice.
Second of all I'm a bit sad of the "stop whingeing" reactions and general lack of empathy in this forum. There are reasons why there are labor laws and why they should be applied. In this instance EA is exposing itself to consumer backlash and possible lawsuits, hardly something smart. This reeks of 19th century mining company practices.
People shouldn't be forced to work long hours for extended periods of time, period. Some people might choose to do it if they are able and have the motivation in return for appreciable benefits, but to *force* people to work in this fashion for nothing invites very real negative effects such as poor health, divorces, possible violence, accidents in and out of the office, etc, all of which have costs for the entire society associated with them.
We know corporations have no morals and don't care about the above. This is precisely why labor laws exist and must be enforced.
Some people are capable of working longer hours and, gasp, actually ENJOY that.
You are gasping because you can't believe what you are saying? Me neither. Seriously though, several people I know thought the same when they started their careers. Some got burnt out, some got sick and some quit in time. The human body/mind has its limits, the limits may vary, but 10 to 12 hours a day, five to six days a week is more than most can take for extended periods of time. You might be the exception, but then another problem will arise. Management will start using your long hours as an example for everyone to follow, which will hurt your coworkers not capable of the same.
The government has no right to tell anyone how long they may work.
So you say. I do not agree, and most goverments won't either. Using ideology for fact doesn't make it fact.
You want to work less? Fine, you do that.
I already do. I work 30 to 40 hours a week at times I see fit and make a decent living.
But let others who wish to work longer do so.
I am not in power to let people do this or do that, but I can argue against practices that I think is disadvantegous for society at large.
If working longer hours is hurting a company, then the free market will fix things by making that company less productive.
So you say. My guess is if working long hours is hurting a company, the company will solve it by letting the people hurt by the policy go when they can't cope with the workload any more. Replacing with new personel as they see fit. If they are working in a "glamorous" field like computer games, there is no shortage of willing fools. Again, it's a matter of ideology. I don't think "the free market" is a magic silver bullet.
Ceterum censeo Microsoftem esse delendam
By now, we've all read that cathartic LiveJournal entry (or the reposting here on slashdot) by an angry EA widow who has had her husband, her family life, and her own career co-opted by the hellish product development environment that has become the norm at Electronic Arts. Most of us in the business know, right down deep in our ulcers and migraines, exactly what she's talking about. Too many of us have been caught in "normal" development cycles that require overtime as a matter of course; and have been at the mercy of abusive managers who ratcheted us up to several months of 13-hour-a-day/7-day work weeks. Perversely, these managers always claim that this is what's required to make the schedule - and (the mendacity of this part is always breathtaking) to prevent our work hours from expanding even more in the future.
i ves/2004/11/11/643#more-643
These stories are nothing new to me. I spent my 20s living them - and my 30s figuring out how to avoid ever doing that again.
Let me begin by establishing my bona fides. I've been building software for more than 20 years. Fifteen of those years were in the games business; half of those years were spent at EA's Bay Area offices as an external developer and an employee. I've held just about every technical position from tool programmer to director of engineering. As a programmer I've worked by myself and on teams of almost a hundred engineers. As a manager at a Fortune 100 company (Adobe) and elsewhere, I ran teams of up to 25 people, working on up to five projects at once. I've managed multi-million dollar art-intensive games, single developers, and core technology teams responsible to as many as eight clients (all with different requirements and all on different shipping schedules). Over the course of my career, I've been "in charge" (i.e. the senior engineering or project manager) on more than a half-dozen published titles, and held up the technical direction or project management end on over two dozen more.
In all that time, for all those titles, no project I was in charge of has ever missed its ship date or overshot its budget.
Yet I absolutely refuse to work the kind of death march hours ea_spouse describes. And I have never, ever asked or allowed my employees to do so.
Her story - and others that have been shared in the industry-wide conversation that her post provoked - make it clear that EA's management believes, as a matter of institutional principle, that only way to make money at games software is to create tight schedules, and the only way to make a tight schedule is to work your employees harder.
Decades of software engineering research and best practices - and my own experience - prove conclusively that this belief is complete bullshit.
Read the rest at: http://enginesofmischief.com/blogs/ramblings/arch
Why would any human being in their right mind put up with any of those things for more than a week? Are their families starving to death? Are there no other jobs within a 5,000 mile radius of where they live? Are they all hooked on a drug that can only be obtained from the company they work for? Are they all insane? Brainwashed?
It boggles my mind that people have allowed this to even become an issue. No overtime? No comp time? No gaurantee of any time off after a deadline is met? This is total bullshit. In a way, the people that are putting up with this treatment deserve it. How about shutting up and standing up for your humanity in the first place. We aren't in a depression and we aren't in the Middle Ages. Yeah, the law should do something about the exploitation, but the workforce has a responsibility to stand up for itself. If they did so we wouldn't need a class action lawsuit. I simply cannot believe what I have read here today, that even one single person is willing to put up with being treated like slaves or work animals. Fuck, most people treat their work animals better than that!
WHY ARE YOU PUTTING UP WITH IT?! WHY?!?